Bug Reports: JAN2010b

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CrazyMonkeyDude

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Any chest whatsoever?

At least that'll be an easy fix.
 

Keldorn

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If you die while under the effects of demon blood, and use a new demon blood, the new demon blood will expire using the old demon blood's timer.
 

Thothie

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Keldorn said:
Fire resistance potions cost 100 gold from individualized chests.
I think it's just the Nash individualized chests actually - they have the usual issue where the cost isn't defined. Didn't realize those were only worth 100gp though.
 

CrazyMonkeyDude

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Thothie said:
Keldorn said:
Fire resistance potions cost 100 gold from individualized chests.
I think it's just the Nash individualized chests actually - they have the usual issue where the cost isn't defined. Didn't realize those were only worth 100gp though.

Was gunna say wtfx. I'm scratching my head looking at the script thinking "It's pretty clearly defined that anything this chest spawns won't cost anything..."


EDIT: Following the twisting trail of demon blood's effect on the player... I see an end_demon_blood event being called, but no such event, unless it's in a different script.

Er, sorry, rather where the player script is checking to see if demon blood is active upon spawn.
 

Postal

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Blood Drinker throw and the Tomahawk throw seems to give no xp, I suppose this is a bug.
 

Thothie

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CrazyMonkeyDude said:
EDIT: Following the twisting trail of demon blood's effect on the player... I see an end_demon_blood event being called, but no such event, unless it's in a different script.
Handled in player/externals.

Think, to fix that, we'd have to change the way it determines when demon blood ends - wouldn't be able to just call an event - think you'd have to set a fixed game.time for the demon blood to fade, and change it, if the player drank a new potion or died. It'd mean eating some CPU for monitoring the end time, but I think there's a loop involved already that could be used.
 

CrazyMonkeyDude

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Looking... *adjusts imaginary glasses* According to the associated scripts, thrown tomahawks and blood drinkers don't give any XP.
I'm also have a fun time searching through script directories because the "Search in Files..." function doesn't want to work for some reason.

Any inkling on where said loop is?
 

Thothie

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Maybe ye have something checked ye should not?

Blood Drinker's toss is so exploitable, I don't really wanna give XP for it (good enough it regens you and kills things hundreds of feet of away, through walls). We've made the Tomahawk less splotie though, so maybe we could re-enable the XP on it. It already should give XP for the DOT damage.
 

Thothie

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CrazyMonkeyDude said:
Any inkling on where said loop is?

demon_blood_loop in player/externals? >_>

Comment any change to player/externals carefully, tis one of those key base scripts.
 

CrazyMonkeyDude

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Thothie said:
Maybe ye have something checked ye should not?

No asterisk where there should have been one. *headdesk* Serves me right for only getting 3 hours of sleep.

EDIT: I just reinstalled my OS, so I forgot some of the basic little things you don't pay attention to because you've had them set that way for so long.

Thothie said:
CrazyMonkeyDude said:
Any inkling on where said loop is?

demon_blood_loop in player/externals? >_>

I thought you meant some loop somewhere else which could be utilized-... I'll shut up now.
 

The Man In Black

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pseudo-code
Code:
{ end_demon_blood

if (DEMON_BLOOD_END > game.time)
{
	local NEW_CALL_TIME DEMON_BLOOD_END
	sub NEW_CALL_TIME game.time
	callevent NEW_CALL_TIME end_demon_blood
}

if DEMON_BLOOD_END <= game.time
 

Thothie

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Something along those lines (although the fail on parentheses syntax would kill it).

More dependable might be to set the demon blood end time at the start, monitor for it being exceeded in the loop, and change it if the player dies or drinks another db pot.
 

The Man In Black

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Meh. Never remember weird script syntaxes ;-)
 

CrazyMonkeyDude

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I've seen both script and code.

I'm not sure which scares me more. I suppose code as I am working with script, but code takes a bit longer of an introduction. >_>
 

Keldorn

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I wouldn't worry too much about Blood Drinker throws being abused for experience, just going around hitting monsters with it gives a lot more exp in a lot less time.

Misc:
Putting a helmet in one of your bags reduces your stun resistance to 0%, so you have to remove your current helmet, and put it back on to get your stun resist back.

Novablade levels fire with its first charge's sword strike, and levels sword with its fire DoT. (Should probably be swapped, or completely made to level fire or sword to make more sense >_>)

Pet Shadow Wolves start with 10 attack, not the 15 advertised.

Map/Monster specific

In the Thornlands, if you join quickly enough, there is a mercenary who simply vanishes at the Edana transition. (I seem to remember Holden being his name, way back in the older MS days.)

The blue magic room in Loda-4 seems to have a chance of crashing the server if players leave the water without killing all of the horrors first.


Cleicert still gets stuck on either the part before the orcs or during the orcs if people spam Orion Bow projectiles.

In Skycastle, there was an instance where fire gauntlets spawned twice in the Artifact Chest (Have not been able to reproduce this)

Healing the Iron Guardian with lightning attacks gives you damage points in listpoints.
 

Tentadrilus

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Concerning the Novablade, roughly the same thing happens with the Hoarforst; the DoT and the Lesser Circle of Ice both draw their damage from your Ice skill but seem to train Swordsmanship (not sure about the DoT, though).
 

Xeropace

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Everything about the Hoarfrost levels sword except the damage done by the initial hit of the charged projectile. I'm not sure if this is because I'm always holding attack when using the circle (Not sure if it still exists but you used to be able to level any weapon using a DoT and having that weapon out in your hand attacking, e.g. Cast a storm and then attack with a dagger, the storm would level SA).
 

zeus9860

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Poison cloud from green rune blade doesnt work, tested it on the friendly npc's in helena and it dealt no dmg to any of them. The i tried the actual poison cloud scroll spell and it worked on them.
 

Dejiko

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zeus9860 said:
Poison cloud from green rune blade doesnt work, tested it on the friendly npc's in helena and it dealt no dmg to any of them. The i tried the actual poison cloud scroll spell and it worked on them.

I got this bug too. though I don't have the spell to test too.
 

Xeropace

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Both my Rune Blade and Poison Cloud Scroll work fine. Maybe it's to do with your affliction level? All I could imagine is the weapon is slightly bugged, rather than saying "No you can't cast poison cloud" it still spawns it but with no damage.
 

zeus9860

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Xeropace said:
Both my Rune Blade and Poison Cloud Scroll work fine. Maybe it's to do with your affliction level? All I could imagine is the weapon is slightly bugged, rather than saying "No you can't cast poison cloud" it still spawns it but with no damage.

It worked before all the time to me (before patch release), i used it many times since its a weaker PC cast will less dmg per hit but uses no mana which is kinda good :roll:
It also works for me, the rune blade casts the poison cloud but it doesnt do any damage for some reason :!:
 

Keldorn

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RBoA's lesser poison cloud damages hostile creatures just fine, it just doesn't seem to damage friendly npcs anymore.
 

CrazyMonkeyDude

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Apperantly new feature = bug, and not the other way around, for once. ;)
 

Keldorn

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Islesofdread1 temp fix:

It usually doesn't get stuck on islesofdread1 if you kill the purtefacti in the bottom of the room first.

EDIT:

Old bug: If you take out pouches of gold from a chest while your hands are full, you will put the pouch in one of your bags, which makes it disappear without giving you gold.
 
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